Rules:
1) Please refer to the following thread for notation:http://shoryuken.com/f340/notation-should-we-use-mvc3-256191/
2) Include what distance the combo works eg. Midscreen, Corner, etc...
3) Include the damage if possible. If the combo damage is variable due to how a Super works then just put a note that it's variable.
4) If your combo includes an assist please state what character and what type of assist you have choosen. Please avoid using the A, B, Y assist notation and just type out which assist it is.
5) Please note any important information needed to perform the combo such as delays or timing.
6) If Analyze cube is part of the combo, please list how many times you use it in the combo.

I could not get this combo to work on Felicia. The first H kept missing and I had problems getting the air combo portion to work (the j.S would keep missing). I then tried the combo on Cap like the video showed and it worked fine unless Cap was crouching, in which case the first H would miss again.

Am I doing something wrong on Felicia or does the combo not work on shorter or crouching characters?

"Where I walk, I walk alone. Where I fight, I fight alone. Where... where is one who can stand against me?"

I could not get this combo to work on Felicia. The first H kept missing and I had problems getting the air combo portion to work (the j.S would keep missing). I then tried the combo on Cap like the video showed and it worked fine unless Cap was crouching, in which case the first H would miss again.

Am I doing something wrong on Felicia or does the combo not work on shorter or crouching characters?

You have to do C.--+ on crouchers.

The part about the j.s missing, you have to shorten the combo for it to work, so instead of ---, you do --

I think combos with Modok are going to be all about your assists.. I doubt you'll ever get 9 cubes in a combo without them.

Are there any other good assists to get those cubes? The best I've found is Sent and Haggar.. Dormammu black hole is good too.

I'm still trying to find a way to get 9 cubes after a midscreen backthrow, but it's so hard.. Any ideas?

Have you tried using Doom, Akuma/Ryu? They are really good to continue combos with. On the 9 cubes thing, I made a transcript of the video if that will help. Other then that Bowser probably made the best possible way to do the 9 cube loop.

I tried Doom and the shotos, but they don't really do it for me. I'd rather someone who knocks them up, rather than away.. But who knows, maybe I'm not using them right? Argh. It's frustrating.. like a puzzle, but I don't know which pieces to use.

I tried Doom and the shotos, but they don't really do it for me. I'd rather someone who knocks them up, rather than away.. But who knows, maybe I'm not using them right? Argh. It's frustrating.. like a puzzle, but I don't know which pieces to use.

My apologies. ;p Like you said, Haggar and Sentinel seem to be the best for him. Haggar's lariat is so good for the gtfo+combo, and Sentinel's drones hold so much space for you to work with.

Have you tried using Doom, Akuma/Ryu? They are really good to continue combos with. On the 9 cubes thing, I made a transcript of the video if that will help. Other then that Bowser probably made the best possible way to do the 9 cube loop.

Best Assists for Cube loops
Sent (obvious)
Doom
Hagger

My experience

Iron man
is really good with juggling and doing at least 3 S combos. If I have a specific combo ill post it but Iron man is really good at helping modok keep space with repulsor blast. plus its at least 2 free cubes

Iron man
is really good with juggling and doing at least 3 S combos. If I have a specific combo ill post it but Iron man is really good at helping modok keep space with repulsor blast. plus its at least 2 free cubes

More coming soon.....

Ahh! Yeah, Iron man repsulsor blast does hold them there for a long ass time. Maybe that's the ticket?

I had a M.O.D.O.K. epiphany last night, and I'm not sure it's a good one. I posted a simple BnB (F + , + , + , +). Recently I've been trying to get + in to play more to keep people honest about blocking. Something simple like , , + , + for example.

So it occurs to me that in theory, I should be able to do , , + , + , + and combo two anal cubes off each other, just like in the first combo above. The opponent is being juggled a little lower, but it still should be doable. It's not. So the big thought process (and you can tell me if this was obvious to all of you from the begininng) leads me to realize that M.O.D.O.K's cube properties change depending on the state of your opponent. You can combo two cubes if the opponent is in a wallbounce state, but not in a knockdown juggle state like + .

Am I completely off base on this one? I'd like to test it more with some combos that combo cubes together or cubes, which I know precious few of. Like :, , , + , + does combo, but I don't know of any other way of getting them into the air with a different setup to see if it still combos.

I really think that understanding what's going on here is going to be the key fully realizing M.O.D.O.K.'S potential.

How integral is building understanding early? I've been able to come up with some combos that get 4-5 cubes in at one time but they aren't very high in damage (350k-400k, maybe.) Should you consider learning understanding building combos to use at the beginning of a match or is understanding just really not that important beyond a few levels?

Not sure if it's been posted but just for style points this is a funny loop

(+ is just jump canceling into his feet, there's a large window for connecting this too)

Iron man
is really good with juggling and doing at least 3 S combos. If I have a specific combo ill post it but Iron man is really good at helping modok keep space with repulsor blast. plus its at least 2 free cubes

Double Lariat. ..It's really strange to NOT pick that assist with Haggar actually?

It's great for cubes because they cannot air recover once they get hit by it.. So it's especially helpful at the end of a long combo, where other assists wold just cause them to immediately air recover. You can usually get at least 2 cubes from it. The range isn't so hot though.

I think a lot of what you're talking about is whether you hit meaty with the cubes or not.

After the f+H wallbounce, you've almost completely recovered, and are tossing out the second cube inside of them instantly.. basically they're landing on two cubes together.

The second combo has you recovering later, and bouncing them on top of two consecutive cubes (and has more hits for more hit decay), so they're more likely to pop out.. I think it works in the corner anyway?

The sweet part is that I don't think they can air recover out of the air L (I've never seen it at least), so at the end of a longass combo when all your hit decay runs out, I think you can always still finish with this sequence, rack up a ton of hits for damage (80k-ish?) and still get to OTG into super/assist/whatever afterward.

I think a lot of what you're talking about is whether you hit meaty with the cubes or not.

After the f+H wallbounce, you've almost completely recovered, and are tossing out the second cube inside of them instantly.. basically they're landing on two cubes together.

The second combo has you recovering later, and bouncing them on top of two consecutive cubes (and has more hits for more hit decay), so they're more likely to pop out.. I think it works in the corner anyway?

The sweet part is that I don't think they can air recover out of the air L (I've never seen it at least), so at the end of a longass combo when all your hit decay runs out, I think you can always still finish with this sequence, rack up a ton of hits for damage (80k-ish?) and still get to OTG into super/assist/whatever afterward.

Hey Astaroth, say you were to switch out Sent on your team who else do you figure works with Modok/Hulk?

I use Dorm w/ Dark Hole assist instead of Sent sometimes, but the huge weakness is that the team doesn't have an awesome assist to get Hulk (or even MODOK) in. Dark Hole is decent up close, and Hulk retains his 950,000 combo in the corner if MODOK dies. In fact, I never thought about it, but MODOK could have psionic blaster as his assist since Dorm's dark hole fills the job.

Any of the characters with a godlike assist could fit the team though. I wouldn't recommend Haggar lariat or Tron fire though, because 2/3 of your team will have trouble against zoners. Doom could definitely fit. Iron Man and Magneto beam assists could fit well too. Basically any character with a good projectile assist.

I found a "glitch" awhile back that really helps MODOK's pressure game. If you cancel out the recovering frames of any IAD normal into flight mode, that move cannot be advanced guarded. MODOK will land right in front of them, and they will be at severe frame disadvantage if they try. You're basically Unflying automatically by activating flight mode so low to the the ground that it wont startup. Not sure why this works conceptually but whatever ...i'll take anything I can get haha.